PCG - Procedural Content Generation
TODO
Projects

Cryptical Path
Cryptical Path, our first OIP, is a PC project. As a Tool Programmer, I played a key role in level design by developing a robust dungeon generation algorithm and building tools that allowed us to fine-tune parameters and assess their outcomes. I also created intuitive interfaces to help level designers in constructing distinct parts of each level.

Spongebob : Patty Pursuit
Spongebob Patty Pursuit is a licensed game where I joined the team post-launch. I contributed by developing World 8—most notably creating the Boss, Grandma Plankton—and implemented both the Daily Mode and Challenge Mode using procedural generation scripts to deliver fresh gameplay experiences.

Space Infestation
As an vicious Alien, infest a spaceship to turn it into your new nest, fight robots and get acces to the main generator. I worked with 3D procedural generation, meaning all problems going with it (AI navigation, Lights, Collider, optimisation). I also implemented a texture painter, allowing the player to paint a texture on top of a another one.

Space Dwarf
A 4 weeks solo school project where I had my first experience in AI and procedural generated content.

Team Kwa Kwa
I worked at Team Kwa Kwa for 6 months during witch I had the opportunity to have a insigth view of the indi Swiss's industry. If it was for me an opportunity to improve my skills with AI and PCG, it was my first going to some events like the Nordic Game Conference with the Swiss's delegation.